Hello,
PxVehiclePhysXConstraintComponent doesn't take into account velocity of hitActor. This is IMHO regression compared to old Physx4 vehicles, where sticky tires actually set constraint velocityTarget which accounts with hitActor velocity
See
https://github.com/NVIDIAGameWorks/PhysX/blob/a2c0428acab643e60618c681b501e86f7fd558cc/physx/source/physxvehicle/src/PxVehicleUpdate.cpp#L3531
and
https://github.com/NVIDIAGameWorks/PhysX/blob/a2c0428acab643e60618c681b501e86f7fd558cc/physx/source/physxvehicle/src/PxVehicleSuspLimitConstraintShader.h#L180
compared to
This causes problems when simulating scenarios like cars placed on deck of floating ships or standing on moving truck trailer